/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak Copyright (C) 2009, 2010, 2011 Martin Gräßlin Based on glcompmgr code by Felix Bellaby. Using code from Compiz and Beryl. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ /* This is the OpenGL-based compositing code. It is the primary and most powerful compositing backend. Sources and other compositing managers: ======================================= - http://opengl.org - documentation - OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1) - GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf) - extensions docs (http://www.opengl.org/registry/) - glcompmgr - http://lists.freedesktop.org/archives/xorg/2006-July/017006.html , - http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html - simple and easy to understand - works even without texture_from_pixmap extension - claims to support several different gfx cards - compile with something like "gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib" - compiz - git clone git://anongit.freedesktop.org/git/xorg/app/compiz - the ultimate - glxcompmgr - git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr - a rather old version of compiz, but also simpler and as such simpler to understand - beryl - a fork of Compiz - http://beryl-project.org - git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. , the full list should be at git://anongit.beryl-project.org/beryl/) - libcm (metacity) - cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm - not much idea about it, the model differs a lot from KWin/Compiz/Beryl - does not seem to be very powerful or with that much development going on */ #include "scene_opengl.h" #include #include #include "utils.h" #include "client.h" #include "deleted.h" #include "effects.h" #include "overlaywindow.h" #include // turns on checks for opengl errors in various places (for easier finding of them) // normally only few of them are enabled //#define CHECK_GL_ERROR #include #include #include #include #include namespace KWin { extern int currentRefreshRate(); //**************************************** // SceneOpenGL //**************************************** bool SceneOpenGL::db; // destination drawable is double-buffered #ifdef KWIN_HAVE_OPENGLES #include "scene_opengl_egl.cpp" #else #include "scene_opengl_glx.cpp" #endif bool SceneOpenGL::initFailed() const { return !init_ok; } bool SceneOpenGL::selectMode() { if (!initDrawableConfigs()) return false; return true; } QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const { QMatrix4x4 matrix; if (!(mask & PAINT_SCREEN_TRANSFORMED)) return matrix; matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate); matrix.scale(data.xScale, data.yScale, data.zScale); if (!data.rotation) return matrix; // Apply the rotation const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0); const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0); const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0); matrix.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint); matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis); matrix.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint); return matrix; } void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data) { ShaderManager *shaderManager = ShaderManager::instance(); const bool useShader = shaderManager->isValid(); const QMatrix4x4 matrix = transformation(mask, data); if (useShader) { GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader); shader->setUniform(GLShader::ScreenTransformation, matrix); } else { pushMatrix(matrix); } Scene::paintGenericScreen(mask, data); if (useShader) shaderManager->popShader(); else popMatrix(); } void SceneOpenGL::paintBackground(QRegion region) { PaintClipper pc(region); if (!PaintClipper::clip()) { glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); return; } if (pc.clip() && pc.paintArea().isEmpty()) return; // no background to paint QVector verts; for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { QRect r = iterator.boundingRect(); verts << r.x() + r.width() << r.y(); verts << r.x() << r.y(); verts << r.x() << r.y() + r.height(); verts << r.x() << r.y() + r.height(); verts << r.x() + r.width() << r.y() + r.height(); verts << r.x() + r.width() << r.y(); } GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); vbo->reset(); vbo->setUseColor(true); vbo->setData(verts.count() / 2, 2, verts.data(), NULL); const bool useShader = ShaderManager::instance()->isValid(); if (useShader) { GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader); shader->setUniform(GLShader::Offset, QVector2D(0, 0)); } vbo->render(GL_TRIANGLES); if (useShader) { ShaderManager::instance()->popShader(); } } void SceneOpenGL::windowAdded(Toplevel* c) { assert(!windows.contains(c)); windows[ c ] = new Window(c); connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*))); connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*))); connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*))); c->effectWindow()->setSceneWindow(windows[ c ]); c->getShadow(); windows[ c ]->updateShadow(c->shadow()); } void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted) { assert(windows.contains(c)); if (deleted != NULL) { // replace c with deleted Window* w = windows.take(c); w->updateToplevel(deleted); if (w->shadow()) { w->shadow()->setToplevel(deleted); } windows[ deleted ] = w; } else { delete windows.take(c); c->effectWindow()->setSceneWindow(NULL); } } void SceneOpenGL::windowDeleted(Deleted* c) { assert(windows.contains(c)); delete windows.take(c); c->effectWindow()->setSceneWindow(NULL); } void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c) { if (!windows.contains(c)) // this is ok, shape is not valid return; // by default Window* w = windows[ c ]; w->discardShape(); w->checkTextureSize(); } void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t) { Q_UNUSED(t) #if 0 // not really needed, windows are painted on every repaint // and opacity is used when applying texture, not when // creating it if (!windows.contains(c)) // this is ok, texture is created return; // on demand Window* w = windows[ c ]; w->discardTexture(); #endif } //**************************************** // SceneOpenGL::Texture //**************************************** SceneOpenGL::Texture::Texture() : GLTexture(*new TexturePrivate()) { } SceneOpenGL::Texture::Texture(TexturePrivate& dd) : GLTexture(dd) { } SceneOpenGL::Texture::Texture(const SceneOpenGL::Texture& tex) : GLTexture(*tex.d_ptr) { } SceneOpenGL::Texture::Texture(const Pixmap& pix, const QSize& size, int depth) : GLTexture(*new TexturePrivate()) { load(pix, size, depth); } SceneOpenGL::Texture::Texture(const QPixmap& pix, GLenum target) : GLTexture(*new TexturePrivate()) { load(pix, target); } SceneOpenGL::Texture::~Texture() { } SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex) { d_ptr = tex.d_ptr; return *this; } void SceneOpenGL::Texture::discard() { d_ptr = new TexturePrivate(); } bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size, int depth) { if (pix == None) return false; return load(pix, size, depth, QRegion(0, 0, size.width(), size.height())); } bool SceneOpenGL::Texture::load(const QImage& image, GLenum target) { if (image.isNull()) return false; return load(QPixmap::fromImage(image), target); } bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target) { if (pixmap.isNull()) return false; // Checking whether QPixmap comes with its own X11 Pixmap if (Extensions::nonNativePixmaps()) { return GLTexture::load(pixmap.toImage(), target); } // use the X11 pixmap provided by Qt return load(pixmap.handle(), pixmap.size(), pixmap.depth()); } //**************************************** // SceneOpenGL::Window //**************************************** SceneOpenGL::Window::Window(Toplevel* c) : Scene::Window(c) , texture() , topTexture() , leftTexture() , rightTexture() , bottomTexture() { } SceneOpenGL::Window::~Window() { discardTexture(); } // Bind the window pixmap to an OpenGL texture. bool SceneOpenGL::Window::bindTexture() { if (!texture.isNull()) { if (!toplevel->damage().isEmpty()) { // mipmaps need to be updated texture.setDirty(); toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize())); } return true; } // Get the pixmap with the window contents Pixmap pix = toplevel->windowPixmap(); if (pix == None) return false; bool success = texture.load(pix, toplevel->size(), toplevel->depth(), toplevel->damage()); if (success) toplevel->resetDamage(QRect(toplevel->clientPos(), toplevel->clientSize())); else kDebug(1212) << "Failed to bind window"; return success; } void SceneOpenGL::Window::discardTexture() { texture.discard(); topTexture.discard(); leftTexture.discard(); rightTexture.discard(); bottomTexture.discard(); } // This call is used in SceneOpenGL::windowGeometryShapeChanged(), // which originally called discardTexture(), however this was causing performance // problems with the launch feedback icon - large number of texture rebinds. // Since the launch feedback icon does not resize, only changes shape, it // is not necessary to rebind the texture (with no strict binding), therefore // discard the texture only if size changes. void SceneOpenGL::Window::checkTextureSize() { if (texture.size() != size()) discardTexture(); } // when the window's composite pixmap is discarded, undo binding it to the texture void SceneOpenGL::Window::pixmapDiscarded() { texture.discard(); } QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const { QMatrix4x4 matrix; matrix.translate(x(), y()); if (!(mask & PAINT_WINDOW_TRANSFORMED)) return matrix; matrix.translate(data.xTranslate, data.yTranslate, data.zTranslate); matrix.scale(data.xScale, data.yScale, data.zScale); if (!data.rotation) return matrix; // Apply the rotation const qreal xAxis = (data.rotation->axis == RotationData::XAxis ? 1.0 : 0.0); const qreal yAxis = (data.rotation->axis == RotationData::YAxis ? 1.0 : 0.0); const qreal zAxis = (data.rotation->axis == RotationData::ZAxis ? 1.0 : 0.0); matrix.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint); matrix.rotate(data.rotation->angle, xAxis, yAxis, zAxis); matrix.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint); return matrix; } // paint the window void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData data) { // check if there is something to paint (e.g. don't paint if the window // is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested) /* HACK: It seems this causes painting glitches, disable temporarily bool opaque = isOpaque() && data.opacity == 1.0; if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT )) { // We are only painting either opaque OR translucent windows, not both if ( mask & PAINT_WINDOW_OPAQUE && !opaque ) return; // Only painting opaque and window is translucent if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque ) return; // Only painting translucent and window is opaque }*/ if (region.isEmpty()) return; if (region != infiniteRegion() && !(mask & PAINT_WINDOW_TRANSFORMED)) { WindowQuadList quads; const QRegion filterRegion = region.translated(-x(), -y()); // split all quads in bounding rect with the actual rects in the region foreach (const WindowQuad &quad, data.quads) { foreach (const QRect &r, filterRegion.rects()) { const QRectF rf(r); const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom())); // case 1: completely contains, include and do not check other rects if (rf.contains(quadRect)) { quads << quad; break; } // case 2: intersection if (rf.intersects(quadRect)) { const QRectF intersected = rf.intersected(quadRect); quads << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom()); } } } data.quads = quads; } if (!bindTexture()) return; // Update the texture filter if (options->glSmoothScale != 0 && (mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED))) filter = ImageFilterGood; else filter = ImageFilterFast; texture.setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST); bool sceneShader = false; if (!data.shader && ShaderManager::instance()->isValid()) { // set the shader for uniform initialising in paint decoration if ((mask & PAINT_WINDOW_TRANSFORMED) || (mask & PAINT_SCREEN_TRANSFORMED)) { data.shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); } else { data.shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); data.shader->setUniform(GLShader::Offset, QVector2D(x(), y())); } sceneShader = true; } const QMatrix4x4 windowTransformation = transformation(mask, data); if (data.shader) data.shader->setUniform(GLShader::WindowTransformation, windowTransformation); if (!sceneShader) pushMatrix(windowTransformation); WindowQuadList decoration = data.quads.select(WindowQuadDecoration); GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); vbo->reset(); // shadow if (m_shadow) { paintShadow(region, data); } // decorations Client *client = dynamic_cast(toplevel); Deleted *deleted = dynamic_cast(toplevel); if (client || deleted) { bool noBorder = true; bool updateDeco = false; const QPixmap *left = NULL; const QPixmap *top = NULL; const QPixmap *right = NULL; const QPixmap *bottom = NULL; QRect topRect, leftRect, rightRect, bottomRect; if (client && !client->noBorder()) { noBorder = false; updateDeco = client->decorationPixmapRequiresRepaint(); client->ensureDecorationPixmapsPainted(); client->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative); left = client->leftDecoPixmap(); top = client->topDecoPixmap(); right = client->rightDecoPixmap(); bottom = client->bottomDecoPixmap(); } if (deleted && !deleted->noBorder()) { noBorder = false; left = deleted->leftDecoPixmap(); top = deleted->topDecoPixmap(); right = deleted->rightDecoPixmap(); bottom = deleted->bottomDecoPixmap(); deleted->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect); } if (!noBorder) { WindowQuadList topList, leftList, rightList, bottomList; foreach (const WindowQuad & quad, decoration) { if (topRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { topList.append(quad); continue; } if (bottomRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { bottomList.append(quad); continue; } if (leftRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { leftList.append(quad); continue; } if (rightRect.contains(QPoint(quad.originalLeft(), quad.originalTop()))) { rightList.append(quad); continue; } } paintDecoration(top, DecorationTop, region, topRect, data, topList, updateDeco); paintDecoration(left, DecorationLeft, region, leftRect, data, leftList, updateDeco); paintDecoration(right, DecorationRight, region, rightRect, data, rightList, updateDeco); paintDecoration(bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco); } } // paint the content WindowQuadList contentQuads = data.quads.select(WindowQuadContents); if (!contentQuads.empty()) { texture.bind(); prepareStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader); renderQuads(mask, region, contentQuads, &texture); restoreStates(Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader); texture.unbind(); #ifndef KWIN_HAVE_OPENGLES if (static_cast(scene)->debug) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); renderQuads(mask, region, contentQuads, &texture); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } #endif } if (sceneShader) { ShaderManager::instance()->popShader(); data.shader = NULL; } else { popMatrix(); } } void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco) { SceneOpenGL::Texture* decorationTexture; switch(decorationType) { case DecorationTop: decorationTexture = &topTexture; break; case DecorationLeft: decorationTexture = &leftTexture; break; case DecorationRight: decorationTexture = &rightTexture; break; case DecorationBottom: decorationTexture = &bottomTexture; break; default: return; } if (decoration->isNull()) { return; } if (decorationTexture->isNull() || updateDeco) { bool success = decorationTexture->load(*decoration); if (!success) { kDebug(1212) << "Failed to bind decoartion"; return; } } // We have to update the texture although we do not paint anything. // This is especially needed if we draw the opaque part of the window // and the decoration in two different passes (as we in Scene::paintSimpleWindow do). // Otherwise we run into the situation that in the first pass there are some // pending decoration repaints but we don't paint the decoration and in the // second pass it's the other way around. if (quads.isEmpty()) return; if (filter == ImageFilterGood) decorationTexture->setFilter(GL_LINEAR); else decorationTexture->setFilter(GL_NEAREST); decorationTexture->setWrapMode(GL_CLAMP_TO_EDGE); decorationTexture->bind(); prepareStates(decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader); makeDecorationArrays(quads, rect, decorationTexture); GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES); restoreStates(decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader); decorationTexture->unbind(); #ifndef KWIN_HAVE_OPENGLES if (static_cast(scene)->debug) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } #endif } void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data) { WindowQuadList quads = data.quads.select(WindowQuadShadowTopLeft); quads.append(data.quads.select(WindowQuadShadowTop)); quads.append(data.quads.select(WindowQuadShadowTopRight)); quads.append(data.quads.select(WindowQuadShadowRight)); quads.append(data.quads.select(WindowQuadShadowBottomRight)); quads.append(data.quads.select(WindowQuadShadowBottom)); quads.append(data.quads.select(WindowQuadShadowBottomLeft)); quads.append(data.quads.select(WindowQuadShadowLeft)); if (quads.isEmpty()) { return; } GLTexture *texture = static_cast(m_shadow)->shadowTexture(); if (!texture) { return; } if (filter == ImageFilterGood) texture->setFilter(GL_LINEAR); else texture->setFilter(GL_NEAREST); texture->setWrapMode(GL_CLAMP_TO_EDGE); texture->bind(); prepareStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture); renderQuads(0, region, quads, texture, true); restoreStates(Shadow, data.opacity, data.brightness, data.saturation, data.shader, texture); texture->unbind(); #ifndef KWIN_HAVE_OPENGLES if (static_cast(scene)->debug) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); renderQuads(0, region, quads, texture); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } #endif } void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const { QVector vertices; QVector texcoords; vertices.reserve(quads.count() * 6 * 2); texcoords.reserve(quads.count() * 6 * 2); float width = tex->size().width(); float height = tex->size().height(); #ifndef KWIN_HAVE_OPENGLES if (tex->target() == GL_TEXTURE_RECTANGLE_ARB) { width = 1.0; height = 1.0; } #endif foreach (const WindowQuad & quad, quads) { vertices << quad[ 1 ].x(); vertices << quad[ 1 ].y(); vertices << quad[ 0 ].x(); vertices << quad[ 0 ].y(); vertices << quad[ 3 ].x(); vertices << quad[ 3 ].y(); vertices << quad[ 3 ].x(); vertices << quad[ 3 ].y(); vertices << quad[ 2 ].x(); vertices << quad[ 2 ].y(); vertices << quad[ 1 ].x(); vertices << quad[ 1 ].y(); if (tex->isYInverted()) { texcoords << (float)(quad.originalRight() - rect.x()) / width; texcoords << (float)(quad.originalTop() - rect.y()) / height; texcoords << (float)(quad.originalLeft() - rect.x()) / width; texcoords << (float)(quad.originalTop() - rect.y()) / height; texcoords << (float)(quad.originalLeft() - rect.x()) / width; texcoords << (float)(quad.originalBottom() - rect.y()) / height; texcoords << (float)(quad.originalLeft() - rect.x()) / width; texcoords << (float)(quad.originalBottom() - rect.y()) / height; texcoords << (float)(quad.originalRight() - rect.x()) / width; texcoords << (float)(quad.originalBottom() - rect.y()) / height; texcoords << (float)(quad.originalRight() - rect.x()) / width; texcoords << (float)(quad.originalTop() - rect.y()) / height; } else { texcoords << (float)(quad.originalRight() - rect.x()) / width; texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height; texcoords << (float)(quad.originalLeft() - rect.x()) / width; texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height; texcoords << (float)(quad.originalLeft() - rect.x()) / width; texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height; texcoords << (float)(quad.originalLeft() - rect.x()) / width; texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height; texcoords << (float)(quad.originalRight() - rect.x()) / width; texcoords << 1.0f - (float)(quad.originalBottom() - rect.y()) / height; texcoords << (float)(quad.originalRight() - rect.x()) / width; texcoords << 1.0f - (float)(quad.originalTop() - rect.y()) / height; } } GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices.data(), texcoords.data()); } void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture *tex, bool normalized) { if (quads.isEmpty()) return; // Render geometry float* vertices; float* texcoords; QSizeF size(tex->size()); if (normalized) { size.setWidth(1.0); size.setHeight(1.0); } #ifndef KWIN_HAVE_OPENGLES if (tex->target() == GL_TEXTURE_RECTANGLE_ARB) { size.setWidth(1.0); size.setHeight(1.0); } #endif quads.makeArrays(&vertices, &texcoords, size, tex->isYInverted()); GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices, texcoords); GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES); delete[] vertices; delete[] texcoords; } void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) { if (shader) prepareShaderRenderStates(type, opacity, brightness, saturation, shader); else { Texture *tex = NULL; switch(type) { case Content: tex = &texture; break; case DecorationTop: tex = &topTexture; break; case DecorationLeft: tex = &leftTexture; break; case DecorationRight: tex = &rightTexture; break; case DecorationBottom: tex = &bottomTexture; break; default: return; } prepareStates(type, opacity, brightness, saturation, shader, tex); } } void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture) { if (shader) { prepareShaderRenderStates(type, opacity, brightness, saturation, shader); } else { prepareRenderStates(type, opacity, brightness, saturation, texture); } } void SceneOpenGL::Window::prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) { // setup blending of transparent windows #ifndef KWIN_HAVE_OPENGLES glPushAttrib(GL_ENABLE_BIT); #endif bool opaque = isOpaque() && opacity == 1.0; bool alpha = toplevel->hasAlpha() || type != Content; if (type != Content) opaque = false; if (!opaque) { glEnable(GL_BLEND); if (alpha) { glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity); glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA); } } const float rgb = brightness * opacity; const float a = opacity; shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a)); shader->setUniform(GLShader::Saturation, saturation); shader->setUniform(GLShader::AlphaToOne, opaque ? 1 : 0); } void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex) { #ifdef KWIN_HAVE_OPENGLES Q_UNUSED(type) Q_UNUSED(opacity) Q_UNUSED(brightness) Q_UNUSED(saturation) Q_UNUSED(tex) #else bool alpha = false; bool opaque = true; if (type == Content) { alpha = toplevel->hasAlpha(); opaque = isOpaque() && opacity == 1.0; } else { alpha = true; opaque = false; } // setup blending of transparent windows glPushAttrib(GL_ENABLE_BIT); if (!opaque) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } if (saturation != 1.0 && tex->saturationSupported()) { // First we need to get the color from [0; 1] range to [0.5; 1] range glActiveTexture(GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5}; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant); tex->bind(); // Then we take dot product of the result of previous pass and // saturation_constant. This gives us completely unsaturated // (greyscale) image // Note that both operands have to be in range [0.5; 1] since opengl // automatically substracts 0.5 from them glActiveTexture(GL_TEXTURE1); float saturation_constant[] = { 0.5 + 0.5 * 0.30, 0.5 + 0.5 * 0.59, 0.5 + 0.5 * 0.11, saturation }; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant); tex->bind(); // Finally we need to interpolate between the original image and the // greyscale image to get wanted level of saturation glActiveTexture(GL_TEXTURE2); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant); // Also replace alpha by primary color's alpha here glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); // And make primary color contain the wanted opacity glColor4f(opacity, opacity, opacity, opacity); tex->bind(); if (alpha || brightness != 1.0f) { glActiveTexture(GL_TEXTURE3); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); // The color has to be multiplied by both opacity and brightness float opacityByBrightness = opacity * brightness; glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity); if (alpha) { // Multiply original texture's alpha by our opacity glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); } else { // Alpha will be taken from previous stage glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); } tex->bind(); } glActiveTexture(GL_TEXTURE0); } else if (opacity != 1.0 || brightness != 1.0) { // the window is additionally configured to have its opacity adjusted, // do it float opacityByBrightness = opacity * brightness; if (alpha) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity); } else { // Multiply color by brightness and replace alpha by opacity float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity }; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant); } } else if (!alpha && opaque) { float constant[] = { 1.0, 1.0, 1.0, 1.0 }; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant); } #endif } void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) { if (shader) restoreShaderRenderStates(type, opacity, brightness, saturation, shader); else { Texture *tex = NULL; switch(type) { case Content: tex = &texture; break; case DecorationTop: tex = &topTexture; break; case DecorationLeft: tex = &leftTexture; break; case DecorationRight: tex = &rightTexture; break; case DecorationBottom: tex = &bottomTexture; break; default: return; } restoreStates(type, opacity, brightness, saturation, shader, tex); } } void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture) { if (shader) { restoreShaderRenderStates(type, opacity, brightness, saturation, shader); } else { restoreRenderStates(type, opacity, brightness, saturation, texture); } } void SceneOpenGL::Window::restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader) { Q_UNUSED(brightness); Q_UNUSED(saturation); Q_UNUSED(shader); bool opaque = isOpaque() && opacity == 1.0; if (type != Content) opaque = false; if (!opaque) { glDisable(GL_BLEND); } ShaderManager::instance()->getBoundShader()->setUniform(GLShader::AlphaToOne, 0); #ifndef KWIN_HAVE_OPENGLES glPopAttrib(); // ENABLE_BIT #endif } void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex) { Q_UNUSED(type) #ifdef KWIN_HAVE_OPENGLES Q_UNUSED(opacity) Q_UNUSED(brightness) Q_UNUSED(saturation) Q_UNUSED(tex) #else if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) { if (saturation != 1.0 && tex->saturationSupported()) { glActiveTexture(GL_TEXTURE3); glDisable(tex->target()); glActiveTexture(GL_TEXTURE2); glDisable(tex->target()); glActiveTexture(GL_TEXTURE1); glDisable(tex->target()); glActiveTexture(GL_TEXTURE0); } } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f(0, 0, 0, 0); glPopAttrib(); // ENABLE_BIT #endif } //**************************************** // SceneOpenGL::EffectFrame //**************************************** SceneOpenGL::Texture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL; QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL; SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame) : Scene::EffectFrame(frame) , m_texture(NULL) , m_textTexture(NULL) , m_oldTextTexture(NULL) , m_textPixmap(NULL) , m_iconTexture(NULL) , m_oldIconTexture(NULL) , m_selectionTexture(NULL) , m_unstyledVBO(NULL) { if (m_effectFrame->style() == EffectFrameUnstyled && !m_unstyledTexture) { updateUnstyledTexture(); } } SceneOpenGL::EffectFrame::~EffectFrame() { delete m_texture; delete m_textTexture; delete m_textPixmap; delete m_oldTextTexture; delete m_iconTexture; delete m_oldIconTexture; delete m_selectionTexture; delete m_unstyledVBO; } void SceneOpenGL::EffectFrame::free() { glFlush(); delete m_texture; m_texture = NULL; delete m_textTexture; m_textTexture = NULL; delete m_textPixmap; m_textPixmap = NULL; delete m_iconTexture; m_iconTexture = NULL; delete m_selectionTexture; m_selectionTexture = NULL; delete m_unstyledVBO; m_unstyledVBO = NULL; delete m_oldIconTexture; m_oldIconTexture = NULL; delete m_oldTextTexture; m_oldTextTexture = NULL; } void SceneOpenGL::EffectFrame::freeIconFrame() { delete m_iconTexture; m_iconTexture = NULL; } void SceneOpenGL::EffectFrame::freeTextFrame() { delete m_textTexture; m_textTexture = NULL; delete m_textPixmap; m_textPixmap = NULL; } void SceneOpenGL::EffectFrame::freeSelection() { delete m_selectionTexture; m_selectionTexture = NULL; } void SceneOpenGL::EffectFrame::crossFadeIcon() { delete m_oldIconTexture; m_oldIconTexture = m_iconTexture; m_iconTexture = NULL; } void SceneOpenGL::EffectFrame::crossFadeText() { delete m_oldTextTexture; m_oldTextTexture = m_textTexture; m_textTexture = NULL; } void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity) { if (m_effectFrame->geometry().isEmpty()) return; // Nothing to display region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL GLShader* shader = m_effectFrame->shader(); bool sceneShader = false; if (!shader && ShaderManager::instance()->isValid()) { shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); sceneShader = true; } else if (shader) { ShaderManager::instance()->pushShader(shader); } if (shader) { if (sceneShader) shader->setUniform(GLShader::Offset, QVector2D(0, 0)); shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0)); shader->setUniform(GLShader::Saturation, 1.0f); shader->setUniform(GLShader::AlphaToOne, 0); } #ifndef KWIN_HAVE_OPENGLES glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT); #endif glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #ifndef KWIN_HAVE_OPENGLES if (!shader) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // TODO: drop the push matrix glPushMatrix(); #endif // Render the actual frame if (m_effectFrame->style() == EffectFrameUnstyled) { if (!m_unstyledVBO) { m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static); QRect area = m_effectFrame->geometry(); area.moveTo(0, 0); area.adjust(-5, -5, 5, 5); const int roundness = 5; QVector verts, texCoords; verts.reserve(84); texCoords.reserve(84); // top left verts << area.left() << area.top(); texCoords << 0.0f << 0.0f; verts << area.left() << area.top() + roundness; texCoords << 0.0f << 0.5f; verts << area.left() + roundness << area.top(); texCoords << 0.5f << 0.0f; verts << area.left() + roundness << area.top() + roundness; texCoords << 0.5f << 0.5f; verts << area.left() << area.top() + roundness; texCoords << 0.0f << 0.5f; verts << area.left() + roundness << area.top(); texCoords << 0.5f << 0.0f; // top verts << area.left() + roundness << area.top(); texCoords << 0.5f << 0.0f; verts << area.left() + roundness << area.top() + roundness; texCoords << 0.5f << 0.5f; verts << area.right() - roundness << area.top(); texCoords << 0.5f << 0.0f; verts << area.left() + roundness << area.top() + roundness; texCoords << 0.5f << 0.5f; verts << area.right() - roundness << area.top() + roundness; texCoords << 0.5f << 0.5f; verts << area.right() - roundness << area.top(); texCoords << 0.5f << 0.0f; // top right verts << area.right() - roundness << area.top(); texCoords << 0.5f << 0.0f; verts << area.right() - roundness << area.top() + roundness; texCoords << 0.5f << 0.5f; verts << area.right() << area.top(); texCoords << 1.0f << 0.0f; verts << area.right() - roundness << area.top() + roundness; texCoords << 0.5f << 0.5f; verts << area.right() << area.top() + roundness; texCoords << 1.0f << 0.5f; verts << area.right() << area.top(); texCoords << 1.0f << 0.0f; // bottom left verts << area.left() << area.bottom() - roundness; texCoords << 0.0f << 0.5f; verts << area.left() << area.bottom(); texCoords << 0.0f << 1.0f; verts << area.left() + roundness << area.bottom() - roundness; texCoords << 0.5f << 0.5f; verts << area.left() + roundness << area.bottom(); texCoords << 0.5f << 1.0f; verts << area.left() << area.bottom(); texCoords << 0.0f << 1.0f; verts << area.left() + roundness << area.bottom() - roundness; texCoords << 0.5f << 0.5f; // bottom verts << area.left() + roundness << area.bottom() - roundness; texCoords << 0.5f << 0.5f; verts << area.left() + roundness << area.bottom(); texCoords << 0.5f << 1.0f; verts << area.right() - roundness << area.bottom() - roundness; texCoords << 0.5f << 0.5f; verts << area.left() + roundness << area.bottom(); texCoords << 0.5f << 1.0f; verts << area.right() - roundness << area.bottom(); texCoords << 0.5f << 1.0f; verts << area.right() - roundness << area.bottom() - roundness; texCoords << 0.5f << 0.5f; // bottom right verts << area.right() - roundness << area.bottom() - roundness; texCoords << 0.5f << 0.5f; verts << area.right() - roundness << area.bottom(); texCoords << 0.5f << 1.0f; verts << area.right() << area.bottom() - roundness; texCoords << 1.0f << 0.5f; verts << area.right() - roundness << area.bottom(); texCoords << 0.5f << 1.0f; verts << area.right() << area.bottom(); texCoords << 1.0f << 1.0f; verts << area.right() << area.bottom() - roundness; texCoords << 1.0f << 0.5f; // center verts << area.left() << area.top() + roundness; texCoords << 0.0f << 0.5f; verts << area.left() << area.bottom() - roundness; texCoords << 0.0f << 0.5f; verts << area.right() << area.top() + roundness; texCoords << 1.0f << 0.5f; verts << area.left() << area.bottom() - roundness; texCoords << 0.0f << 0.5f; verts << area.right() << area.bottom() - roundness; texCoords << 1.0f << 0.5f; verts << area.right() << area.top() + roundness; texCoords << 1.0f << 0.5f; m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data()); } if (shader) { const float a = opacity * frameOpacity; shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(0.0, 0.0, 0.0, opacity * frameOpacity); #endif m_unstyledTexture->bind(); const QPoint pt = m_effectFrame->geometry().topLeft(); if (sceneShader) { shader->setUniform(GLShader::Offset, QVector2D(pt.x(), pt.y())); } else { QMatrix4x4 translation; translation.translate(pt.x(), pt.y()); if (shader) { shader->setUniform(GLShader::WindowTransformation, translation); } else { pushMatrix(translation); } } m_unstyledVBO->render(region, GL_TRIANGLES); if (!sceneShader) { if (shader) { shader->setUniform(GLShader::WindowTransformation, QMatrix4x4()); } else { popMatrix(); } } m_unstyledTexture->unbind(); } else if (m_effectFrame->style() == EffectFrameStyled) { if (!m_texture) // Lazy creation updateTexture(); if (shader) { const float a = opacity * frameOpacity; shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity); #endif m_texture->bind(); qreal left, top, right, bottom; m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry m_texture->render(region, m_effectFrame->geometry().adjusted(-left, -top, right, bottom)); m_texture->unbind(); } if (!m_effectFrame->selection().isNull()) { if (!m_selectionTexture) { // Lazy creation QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap(); if (!pixmap.isNull()) m_selectionTexture = new Texture(pixmap); } if (m_selectionTexture) { if (shader) { const float a = opacity * frameOpacity; shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity); #endif glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); m_selectionTexture->bind(); m_selectionTexture->render(region, m_effectFrame->selection()); m_selectionTexture->unbind(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } // Render icon if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) { QPoint topLeft(m_effectFrame->geometry().x(), m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2); if (m_effectFrame->isCrossFade() && m_oldIconTexture) { if (shader) { const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress()); shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity * (1.0 - m_effectFrame->crossFadeProgress())); #endif m_oldIconTexture->bind(); m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize())); m_oldIconTexture->unbind(); if (shader) { const float a = opacity * m_effectFrame->crossFadeProgress(); shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress()); #endif } else { if (shader) { const QVector4D constant(opacity, opacity, opacity, opacity); shader->setUniform(GLShader::ModulationConstant, constant); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity); #endif } if (!m_iconTexture) { // lazy creation m_iconTexture = new Texture(m_effectFrame->icon()); } m_iconTexture->bind(); m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize())); m_iconTexture->unbind(); } // Render text if (!m_effectFrame->text().isEmpty()) { if (m_effectFrame->isCrossFade() && m_oldTextTexture) { if (shader) { const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress()); shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress())); #endif m_oldTextTexture->bind(); m_oldTextTexture->render(region, m_effectFrame->geometry()); m_oldTextTexture->unbind(); if (shader) { const float a = opacity * m_effectFrame->crossFadeProgress(); shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress()); #endif } else { if (shader) { const QVector4D constant(opacity, opacity, opacity, opacity); shader->setUniform(GLShader::ModulationConstant, constant); } #ifndef KWIN_HAVE_OPENGLES else glColor4f(1.0, 1.0, 1.0, opacity); #endif } if (!m_textTexture) // Lazy creation updateTextTexture(); m_textTexture->bind(); m_textTexture->render(region, m_effectFrame->geometry()); m_textTexture->unbind(); } if (shader) { ShaderManager::instance()->popShader(); } glDisable(GL_BLEND); #ifndef KWIN_HAVE_OPENGLES glPopMatrix(); glPopAttrib(); #endif } void SceneOpenGL::EffectFrame::updateTexture() { delete m_texture; m_texture = 0L; if (m_effectFrame->style() == EffectFrameStyled) { QPixmap pixmap = m_effectFrame->frame().framePixmap(); m_texture = new Texture(pixmap); } } void SceneOpenGL::EffectFrame::updateTextTexture() { delete m_textTexture; m_textTexture = 0L; delete m_textPixmap; m_textPixmap = 0L; if (m_effectFrame->text().isEmpty()) return; // Determine position on texture to paint text QRect rect(QPoint(0, 0), m_effectFrame->geometry().size()); if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) rect.setLeft(m_effectFrame->iconSize().width()); // If static size elide text as required QString text = m_effectFrame->text(); if (m_effectFrame->isStatic()) { QFontMetrics metrics(m_effectFrame->font()); text = metrics.elidedText(text, Qt::ElideRight, rect.width()); } m_textPixmap = new QPixmap(m_effectFrame->geometry().size()); m_textPixmap->fill(Qt::transparent); QPainter p(m_textPixmap); p.setFont(m_effectFrame->font()); if (m_effectFrame->style() == EffectFrameStyled) p.setPen(m_effectFrame->styledTextColor()); else // TODO: What about no frame? Custom color setting required p.setPen(Qt::white); p.drawText(rect, m_effectFrame->alignment(), text); p.end(); m_textTexture = new Texture(*m_textPixmap); } void SceneOpenGL::EffectFrame::updateUnstyledTexture() { delete m_unstyledTexture; m_unstyledTexture = 0L; delete m_unstyledPixmap; m_unstyledPixmap = 0L; // Based off circle() from kwinxrenderutils.cpp #define CS 8 m_unstyledPixmap = new QPixmap(2 * CS, 2 * CS); m_unstyledPixmap->fill(Qt::transparent); QPainter p(m_unstyledPixmap); p.setRenderHint(QPainter::Antialiasing); p.setPen(Qt::NoPen); p.setBrush(Qt::black); p.drawEllipse(m_unstyledPixmap->rect()); p.end(); #undef CS m_unstyledTexture = new Texture(*m_unstyledPixmap); } void SceneOpenGL::EffectFrame::cleanup() { delete m_unstyledTexture; m_unstyledTexture = NULL; delete m_unstyledPixmap; m_unstyledPixmap = NULL; } //**************************************** // SceneOpenGL::Shadow //**************************************** SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel) : Shadow(toplevel) , m_texture(NULL) { } SceneOpenGLShadow::~SceneOpenGLShadow() { delete m_texture; } void SceneOpenGLShadow::buildQuads() { // prepare window quads m_shadowQuads.clear(); const QSizeF top(shadowPixmap(ShadowElementTop).size()); const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size()); const QSizeF right(shadowPixmap(ShadowElementRight).size()); const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size()); const QSizeF bottom(shadowPixmap(ShadowElementBottom).size()); const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size()); const QSizeF left(shadowPixmap(ShadowElementLeft).size()); const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size()); if ((left.width() - leftOffset() > topLevel()->width()) || (right.width() - rightOffset() > topLevel()->width()) || (top.height() - topOffset() > topLevel()->height()) || (bottom.height() - bottomOffset() > topLevel()->height())) { // if our shadow is bigger than the window, we don't render the shadow setShadowRegion(QRegion()); return; } const QRectF outerRect(QPointF(-leftOffset(), -topOffset()), QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset())); // calculate the width const qreal cornerWidth = topLeft.width() + topRight.width() + bottomLeft.width() + bottomRight.width(); const qreal leftRightWidth = left.width() + right.width(); const qreal topBottomWidth = top.width() + bottom.width(); // calculate the height const qreal cornerHeight = qMax(topLeft.height(), qMax(topRight.height(), qMax(bottomLeft.height(), bottomRight.height()))); const qreal leftRightHeight = qMax(left.height(), right.height()); const qreal width = m_texture->width(); const qreal height = m_texture->height(); qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0); tx2 = topLeft.width()/width; ty2 = topLeft.height()/height; WindowQuad topLeftQuad(WindowQuadShadowTopLeft); topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1); topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1); topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2); topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2); m_shadowQuads.append(topLeftQuad); tx2 = top.width()/width; ty1 = (cornerHeight + leftRightHeight)/height; ty2 = (cornerHeight + leftRightHeight + top.height())/height; WindowQuad topQuad(WindowQuadShadowTop); topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1); topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1); topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2); topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2); m_shadowQuads.append(topQuad); tx1 = topLeft.width()/width; tx2 = (topLeft.width() + topRight.width())/width; ty1 = 0.0; ty2 = topRight.height()/height; WindowQuad topRightQuad(WindowQuadShadowTopRight); topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1); topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1); topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2); topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2); m_shadowQuads.append(topRightQuad); tx1 = left.width()/width; tx2 = leftRightWidth/width; ty1 = cornerHeight/height; ty2 = (cornerHeight+right.height())/height; WindowQuad rightQuad(WindowQuadShadowRight); rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1); rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1); rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2); rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2); m_shadowQuads.append(rightQuad); tx1 = (topLeft.width() + topRight.width() + bottomLeft.width())/width; tx2 = cornerWidth/width; ty1 = 0.0; ty2 = bottomRight.height()/height; WindowQuad bottomRightQuad(WindowQuadShadowBottomRight); bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1); bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1); bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2); bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2); m_shadowQuads.append(bottomRightQuad); tx1 = top.width()/width; tx2 = topBottomWidth/width; ty1 = (cornerHeight + leftRightHeight)/height; ty2 = (cornerHeight + leftRightHeight + bottom.height())/height; WindowQuad bottomQuad(WindowQuadShadowBottom); bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1); bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1); bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2); bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2); m_shadowQuads.append(bottomQuad); tx1 = (topLeft.width() + topRight.width())/width; tx2 = (topLeft.width() + topRight.width() + bottomLeft.width())/width; ty1 = 0.0; ty2 = bottomLeft.height()/height; WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft); bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1); bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1); bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2); bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2); m_shadowQuads.append(bottomLeftQuad); tx1 = 0.0; tx2 = left.width()/width; ty1 = cornerHeight/height; ty2 = (cornerHeight+left.height())/height; WindowQuad leftQuad(WindowQuadShadowLeft); leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1); leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1); leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2); leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2); m_shadowQuads.append(leftQuad); } bool SceneOpenGLShadow::prepareBackend() { const QSize top(shadowPixmap(ShadowElementTop).size()); const QSize topRight(shadowPixmap(ShadowElementTopRight).size()); const QSize right(shadowPixmap(ShadowElementRight).size()); const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size()); const QSize bottom(shadowPixmap(ShadowElementBottom).size()); const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size()); const QSize left(shadowPixmap(ShadowElementLeft).size()); const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size()); // calculate the width const int cornerWidth = topLeft.width() + topRight.width() + bottomLeft.width() + bottomRight.width(); const int leftRightWidth = left.width() + right.width(); const int topBottomWidth = top.width() + bottom.width(); const int width = qMax(cornerWidth, qMax(leftRightWidth, topBottomWidth)); // calculate the height const int cornerHeight = qMax(topLeft.height(), qMax(topRight.height(), qMax(bottomLeft.height(), bottomRight.height()))); const int leftRightHeight = qMax(left.height(), right.height()); const int topBottomHeight = qMax(top.height(), bottom.height()); const int height = cornerHeight + leftRightHeight + topBottomHeight; QImage image(width, height, QImage::Format_ARGB32); image.fill(Qt::transparent); QPainter p; p.begin(&image); p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft)); p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTopRight)); p.drawPixmap(topLeft.width() + topRight.width(), 0, shadowPixmap(ShadowElementBottomLeft)); p.drawPixmap(topLeft.width() + topRight.width() + bottomLeft.width(), 0, shadowPixmap(ShadowElementBottomRight)); p.drawPixmap(0, cornerHeight, shadowPixmap(ShadowElementLeft)); p.drawPixmap(left.width(), cornerHeight, shadowPixmap(ShadowElementRight)); p.drawPixmap(0, cornerHeight + leftRightHeight, shadowPixmap(ShadowElementTop)); p.drawPixmap(top.width(), cornerHeight + leftRightHeight, shadowPixmap(ShadowElementBottom)); p.end(); delete m_texture; m_texture = new GLTexture(image); return true; } } // namespace